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RazorX

My Hill Valley Mods

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updated gate code to be more responsive and removed visible markers

updated starting location so your not as close to the front gate

updated :CHAR_RESET to match new start location

Edited by RazorX

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UPDATE:

updated fence now it looks like the rest of the sunshine autos fence, it's also now the same thickness :)

 

q4rt.png

 

12tn.png

 

4h1a.png

 

 

ive altered the dff to use the same skin for the sunshine autos fence so whatever you set that as this fence should look the same heres the dff file:

 

hav_garagedoor02.dff

 

you will also need to use my custom map but all ive done is alter it very slightly to support the fence nothing else you wont notice anything

 

littleha.rar

 

 

remember to update your fence code off the first page before doing this and tell me how damn good it looks lol

Edited by RazorX
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ive found some of my old script for a delorean that can go from land into water and from water into land so i have resurrected it and made a short video for you guys its just a test but in time it could be great.

Edited by RazorX
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do you know how to help me with this, im trying to use the hill valley bttf2 delorean for the mod you just seen but to do that i have to turn the wheels and highten the car abit but when i opened the dff file and matched up the tga files it looked funny so without any modifications to it i loaded up the game and it looks like this :(

b13a.png

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heres a video of my lock/unlock car doors script you also get to see my real moon i did myself you will also see that when i get busted i get sent back to sunshine autos and im still marty before when i first changed my character when i dyed or got busted i became tommy which isnt what you want :( on a funny note you will notice for some reason on gta hill valley the police are super agressive to the point where there happy shooting and running each other over :)

another thing you may notice on this video is that i have wrote a simple little script which puts every car on VCPR radio station which is my bttf radio station ive also set it up so you cant change the station from that and if you very observant you will see theres not a cloud in the sky which is another simple little mod i did because well who likes a cloudy day lol

Edited by RazorX
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this video is showing you some of my mods so far the gate script is still a working progress i could have kept it simple but i thought what the hell, at the minute i have it set so if you drive upto it

it will take control over your car and open the gate then drive you in or out and close the gate behind you but its still something im working on in the video you will also see a fun little game i made if you can call it that its not really in keeping with bttf but its just my way of testing various stuff :)

heres the little scipt if anyone wants it to lock the game on a specific radio station:

create_thread @BTTF_RADIO

:BTTF_RADIO
wait 10
if
00E0: player $PLAYER_CHAR driving
else_jump @BTTF_RADIO
041E: set_radio_station 5 -1
jump @BTTF_RADIO

5 = VCPR

if you want another station use this as a guide List of radio stations if you want to set it to automatically put you on that station but still let you choose another just remove the "jump @BTTF_RADIO" off the end

and heres a flip script i did for anyone who wants it to flip the car if it goes over:

create_thread @FLIP

:FLIP
wait 10
if and
Player.Defined($PLAYER_CHAR)
00E0: player $PLAYER_CHAR driving
else_jump @FLIP
03C1: 0@ = player $PLAYER_CHAR car
0407: create_coordinate 1@ 2@ 3@ from_car 0@ offset 0.0 0.0 0.0
if
01F4: car 0@ flipped
else_jump @FLIP
wait 2000
03C1: $FLIP = player $PLAYER_CHAR car
Camera.PointAt(1@, 2@, 3@, 4@)
4@ = Car.Angle($FLIP)
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Car.PutAt($FLIP, 1@, 2@, 3@)
Car.Angle($FLIP) = 4@
jump @FLIP

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do you know how to help me with this, im trying to use the hill valley bttf2 delorean for the mod you just seen but to do that i have to turn the wheels and highten the car abit but when i opened the dff file and matched up the tga files it looked funny so without any modifications to it i loaded up the game and it looks like this :(

b13a.png

That seems to be a common problem with importing VC models and modifying them. Most of the time, it tends to mess up which textures are assigned to which polygons; however, the texture mapping is still good!... You just need to change which texture it's referencing. ;)

On a side note, sorry if you felt that no one was looking at your mods. I'm beginning to get pretty busy again, and I commonly will just look at a topic when I am.

Nice work though! I am really liking your progress. :)

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heres another video for you guys to check out this ones very short its showing you my new little script i wrote today which will let you change your character from marty to the doc and back this will work using the standard hill valley marty and the doc too.

http://www.youtube.com/watch?v=kF61_SECtao

heres the script:

create_thread @CHAR_SKIN

:CHAR_SKIN
wait 10
if and
00F5: player $PLAYER_CHAR 1 -1033.9248 -858.5885 13.0852 radius 1.0 1.0 1.0 // Pink Marker
else_jump @CHAR_SKIN
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER8'
038B: load_requested_models
0353: refresh_actor $PLAYER_ACTOR
Player.CanMove($PLAYER_CHAR) = False
0055: put_player $PLAYER_CHAR at -1031.740234375 -860.756103515625 13.0
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 300
0055: put_player $PLAYER_CHAR at -1032.77038574219 -860.733276367188 13.001
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 600
Camera.SetPosition(-1030.08, -858.09, 14.00, 0.0, 0.0, 0.0)
Camera.PointAt(-1033.30, -861.25, 13.08, 2)
Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof
035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200
0222: set_player $PLAYER_CHAR health_to 200 // Health 200
wait 5000
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
jump @CHAR_SKIN2

:CHAR_SKIN2
wait 10
if and
00F5: player $PLAYER_CHAR 1 -1033.9248 -858.5885 13.0852 radius 1.0 1.0 1.0 // Pink Marker
else_jump @CHAR_SKIN2
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER7'
038B: load_requested_models
0353: refresh_actor $PLAYER_ACTOR
Player.CanMove($PLAYER_CHAR) = False
0055: put_player $PLAYER_CHAR at -1031.740234375 -860.756103515625 13.0
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 300
0055: put_player $PLAYER_CHAR at -1032.77038574219 -860.733276367188 13.001
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 600
Camera.SetPosition(-1030.08, -858.09, 14.00, 0.0, 0.0, 0.0)
Camera.PointAt(-1033.30, -861.25, 13.08, 2)
Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof
035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200
0222: set_player $PLAYER_CHAR health_to 200 // Health 200
wait 5000
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
jump @CHAR_SKIN3

:CHAR_SKIN3
wait 10
if and
00F5: player $PLAYER_CHAR 1 -1033.9248 -858.5885 13.0852 radius 1.0 1.0 1.0 // Pink Marker
else_jump @CHAR_SKIN3
0352: set_actor $PLAYER_ACTOR skin_to 'IGSonny'
038B: load_requested_models
0353: refresh_actor $PLAYER_ACTOR
Player.CanMove($PLAYER_CHAR) = False
0055: put_player $PLAYER_CHAR at -1031.740234375 -860.756103515625 13.0
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 300
0055: put_player $PLAYER_CHAR at -1032.77038574219 -860.733276367188 13.001
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 600
Camera.SetPosition(-1030.08, -858.09, 14.00, 0.0, 0.0, 0.0)
Camera.PointAt(-1033.30, -861.25, 13.08, 2)
Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof
035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200
0222: set_player $PLAYER_CHAR health_to 200 // Health 200
wait 5000
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
jump @CHAR_SKIN4

:CHAR_SKIN4
wait 10
if and
00F5: player $PLAYER_CHAR 1 -1033.9248 -858.5885 13.0852 radius 1.0 1.0 1.0 // Pink Marker
else_jump @CHAR_SKIN4
0352: set_actor $PLAYER_ACTOR skin_to 'PLAYER'
038B: load_requested_models
0353: refresh_actor $PLAYER_ACTOR
Player.CanMove($PLAYER_CHAR) = False
0055: put_player $PLAYER_CHAR at -1031.740234375 -860.756103515625 13.0
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 300
0055: put_player $PLAYER_CHAR at -1032.77038574219 -860.733276367188 13.001
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 600
Camera.SetPosition(-1030.08, -858.09, 14.00, 0.0, 0.0, 0.0)
Camera.PointAt(-1033.30, -861.25, 13.08, 2)
Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof
035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200
0222: set_player $PLAYER_CHAR health_to 200 // Health 200
wait 5000
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
jump @CHAR_SKIN5

:CHAR_SKIN5
wait 10
if and
00F5: player $PLAYER_CHAR 1 -1033.9248 -858.5885 13.0852 radius 1.0 1.0 1.0 // Pink Marker
else_jump @CHAR_SKIN5
0352: set_actor $PLAYER_ACTOR skin_to 'IGbuddy'
038B: load_requested_models
0353: refresh_actor $PLAYER_ACTOR
Player.CanMove($PLAYER_CHAR) = False
0055: put_player $PLAYER_CHAR at -1031.740234375 -860.756103515625 13.0
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 300
0055: put_player $PLAYER_CHAR at -1032.77038574219 -860.733276367188 13.001
0171: set_player $PLAYER_CHAR z_angle_to -45.0
wait 600
Camera.SetPosition(-1030.08, -858.09, 14.00, 0.0, 0.0, 0.0)
Camera.PointAt(-1033.30, -861.25, 13.08, 2)
Player.InfiniteRun($PLAYER_CHAR) = True // Infinite Run
055D: make_player $PLAYER_CHAR fireproof 1 // Character Fireproof
035E: set_player $PLAYER_CHAR armour_to 200 // Armor 200
0222: set_player $PLAYER_CHAR health_to 200 // Health 200
wait 5000
Camera.Restore_WithJumpCut
Camera.SetBehindPlayer
Player.CanMove($PLAYER_CHAR) = True
jump @CHAR_SKIN

put:

create_thread @CHAR_SKIN

under:

create_thread @CHAR_RESET

and likewise with the main code.

Edited by RazorX

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its already like that but if i remember right there are two but if you check out my first page on where it tells you how to spawn them on the roof you will be able to get the code from there

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ok heres my latest fence i did for everyone this is just a map to add a fence to the front of sunshine autos (no gate) i created it from scratch it comes as 2 fences 1 large and 1 small the large fence goes across the whole of the left side and the small goes in the smaller gap to the right they both fit perfectly because i custom made them to fit.

 

here is the map:

Vice City Sunshine Autos Fence.rar

(this will not modify your little haven (littleha) map at all its a seperate map and can be used for any vice city)

 

 

 

8121.png

 

 

 

and heres my latest video showing you the update for my character switcher script and my updated delorean special script which is getting close to being completed.

 

 

 

 

please let me know if you decide to try out my fence, thanks

 

enjoy..

Edited by RazorX

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if anyones interested i was trying to make something else when i made what looks like a sheet of glass so i thought what the hell so if anyone whats it here it is:

 

My Glass.rar

 

 

 

n2hl.png

 

 

 

its basically a indestructable piece of glass.

 

 

on another note does anyone know how to do relective stuff i was trying to make a mirror.

Edited by RazorX
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thx, lol

i thought i would test it at high speed and my car was totaled and the glass didnt even have a scratch lol

Edited by RazorX

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